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1° PLAN PHASE (white arrows on the stronghold map)

Mission: 10 for each : choose a mission calibrated for 6 if possible


Rest: -10
Guard: +0 for +2 next EVENT PHASE
Build: +0 for building 1 facility
Scavenge: 2, 5 or 10 (look on the map). Draw 10 cards. Stop drawing in case of Aaah (+5
). Keep up to 5 cards matching one location symbol. Add everything to stock.
: Each range weapon worth and plenty of ammo card worth 2
: Water and bottle items
or : Canned food and Rice bags
: Melee weapons and all items that doesn’t fall in another category.
Ultrared weapons, cookies and gas are always discarded.
Sing: +2 for the singer and -2 for all others
Hunter: +5 and +
Water making: +5 and + Resource icons Event icons
Scrap :
Gun Power Fame :
Rice : + = Cold marker
2° MISSION PHASE (Canned) food Zombies
Water Stress :
3° DEBRIEFFING PHASE Cookies :
-WOUNDS (even if healed during mission): +5 / KO’s: +15
-STORE: dogs and weapons (discard if slots already used) if needed/available
-STOCK: Add ; (2 for plenty of ammos); ; ; ; ; ; and bottles to the stock
-FAME+5 if you lost. +20 (+ 2 if medium, +5 if hard) if you won. +1 for UR weapons.
-SKILL: One survivor gets a free Community Skill (see 5°). A survivor can get a second skill if 6
have already been given.
4° EVENT PHASE (Upper left corner on the stronghold map)
Draw an event card:
Rain: + for each symbol (Nothing if it’s a ). Spend bottles to make +1 each.
Frost: spend 5 for each . Otherwise all survivors get +1 for each not matched.
SPECIAL: use gas to match all and all survivors get -1
On card
Zombies: add from guards and facilities(if occupied). Spend enough from the stock to
match the number of . Otherwise, all survivors get +1 for each left.
Event: Play the event (or choose if you trigger it)

Food: feeds 5 survivors. Starving survivors get +2


Thirst: is enough for 5 survivors. Thirsty survivors get +2

5° PREPARATION PHASE

Each survivor may take max 1 bonus action. Each facility may be used once a turn.
-EAT COKIES: Spend 1 . One survivor gets -5 .
- Use a facility (see buildings)
COMMUNITY SKILLS
Unique
-THE DOC’: Wounds are +3 only but the doc gets +1 for each wound healed. KO’s are +11
only but the doc suffers +2 for each KO raised.
-THE COOK: Making a big meal for someone else brings a -5 bonus (once each round)
-THE HUNTER: As a planification action, he may find for +5 . In mission, he gets the skill “Hoard:
canned food and rice.”
-THE THERAPIST: When resting, he gets +1 malus but all other survivors resting get a bonus -2 .
When in mission, he gets +2 but all other survivors in missions get -1
-THE DISTILLER : As a planification action, may create for +5 . During missions, Bottles count as
-THE SCIENTIST: Plenty of ammos from all sources worth +3 instead of +2
-MASSAGE SPECIALIST: When a survivor takes a bath, he gets -5 bonus. (Once each round)
-RECYCLE SPECIALIST: Max once per turn destroy one of your facility to earn its value in resources.
-DOG LOVER: If someone is not fed during the feeding phase, the dog lover suffers all +2 maluses
instead of all non fed survivors. The dog has not to be sacrificed.
THE TRADER: Allow to spend 50 or 50 , 10 or 10 to gain +5
Common
-COOKIE ADDICT: Cookies eaten by the cookie addict have a -10 bonus. But each time another
survivor eats cookies, the cookie addict gets +5 .
-ARTIST: As a planification action, may get +2 . All other survivors (even in mission) get -2
-THE FIRE SPECIALIST: When in mission, prevents up to next event phase if not KO during mission.
-MILITARY: Each turn (debriefing phase), grants the community +2 .
-SCRAPPER EXPERT: If scavenging in a zone with symbol, all cards (except AAh) may be exchanged
for . In missions, all cards may be exchanged for .
-SELF DEFENSE: When scavenging, ignore all “AAh” cards. In mission +1 to dice roll with pan.
-MISSION SPECIALIST: -2 (only +8 ) when participating at a mission.
-COURAGEOUS: Never suffer from the “tired” or “exhausted” maluses, but gets +1 for missions

FACILITIES
-BASIC SHOWER: Cost 15 and . EFFECT: Use to get -10 to one survivor.
-COOKING POT: Cost 20 EFFECT: use 1 to get -10 to one survivor.
-BASIC TOOLS: Cost 20 and 5 EFFECT: Use 10 to get -5 to one survivor.
-BED: Cost 20 (MAX 6) EFFECT: When resting, -20 instead of -10
-TOWER: Cost 20 and 10 (MAX 4)EFFECT: One survivor guarding add +5 instead of
+2 . Each tower may be used by only one survivor.
-WATER COLLECTOR: Cost 30 and EFFECT: When it’s raining, get +1 (MAX 2)
-WEAPON RACK: Cost 10 and 5 (MAX 6) EFFECT: You may store 1 card in this rack.
-DOG HOME: Cost 10 (MAX 2) EFFECT: you may store 1 dog in each dog house at
the cost of 1 . If anyone is nod fed during a feeding
phase, discard the dog and earn +1
-WEAPON RECYCLE: Cost 5 and 20 EFFECT: You may recycle 20 to earn 10
-FOOD TRAP: Cost 20 + 1 (MAX 3) EFFECT: Once each round, grants + on a 5+ on 1D6
Beds and weapon racks can be built 6 times, towers 4 times, dogs and water collectors 2 times
FAME BONUS
VETERAN: Each mission, draw a new random experience card for that mission. 40 (MAX 1)
EXTREME SURVIVOR: Choose a new blue skill (no “combat” in this skill) 50 (MAX 1)
CAUTION: +5 for each mission.
COMMUNITY SKILL: Choose a new community skill (see previous point) 30

DESPERADO: Hire a random “one time survivor”: he joins you for one mission. 5 ,
TAKE A STORED WEAPON: (requires weapon rack). You may use a weapon or equipment from a
weapon rack as a starting equipment for the next mission.
Equipment card: 5
Basic weapon (max 1 attack ST1 dice): 5
Strong weapon (1 attack dice ST2 OR 2 dice ST1) : 10
Kick-ass weapon: 30
USE A DOG COMPANION (requires a stored dog) as a starting equipment: 15
GET AN EXPERIENCE CARD: for the next mission, get a random experience card for 5 (MAX 1)
PREVENTIVE ACTION: Next mission ignore up to one extra-activation for 10
Ignore one sewer attack for 5
Ignore one spawning card for 15
LIFE ASSURANCE: Next mission, you may choose to lose when the first survivor is KO. 5
POLICE CAR: Next mission, place a police car anywhere. It may be searched only once. 10

HIRE A BUILDER: Next build action doesn’t require a survivor. 5


HIRE MERCENARIES: No zombie attack next event phase 20
POKER NIGHT: -10 for all survivors 30
BLACK MARKET: cost 5 . Then you can buy: -1 for 5
- 1 for 5
The second time you buy an item, it costs double - 5 for 2
Max 2 times in a row - 5 for 5

MEET A NEW SURVIVOR: Discover a new random survivor. 10


NEW RECRUIT: You can recruit an available (previously discovered) survivor with 12 20
CURE a zombivor: discard all permanent wounds, and put him to 12 , to human state 30

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